Flight sims are not universal in their implementation other than the flight stick.
For an opt out it would have have a min hour requirement from time of check ride implementation in to the game.
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I agree that for the vast majority of players trying the game, going through a basic orientation is critical to getting enjoyment out of your 2-week trial. If you are experienced, you ought to be able to whip through them quickly. If you are not, there is no point spawning Melee until you can get through the check ride.
Thinking out loud....
Perhaps there is a "Check Ride" separate from the "Training Missions". The "Check-Ride" is like an advanced placement test. It has no instruction, just a set of gated tasks and a time limit. Like maybe:
1. Goto Hangar
2. Select a P-51D, 50% fuel, 2x100lb GP
3. Take off on N runway.
4. Xmit "launched" on help channel.
5. Navigate to ground target marked on map.
6. Hit target with bombs. (A nice big building or something easy.)
7. Xmit "target destroyed" on country channel.
8. Locate nearby patrolling AI drone fighter with map and radar.
9. Engage and kill target.
10. Xmit "target destroyed" on range channel.
8. Return to base and land successfully.
9. End flight.
10. Time limit = 6 min from tower start to back in tower (just making up a number)
If you are a returning player and can blow through that in the time limit, you are good to go.
If you can't complete that in the time allotted, there are a set of training missions you can go through to get you up to speed.
To sweeten the deal, new players are no longer given any perk points by default. However they can earn wads of perk points for each of the training missions they successfully complete.
Pull, not push.
$0.02,
CptTrips